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setwall tutorial


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Can some1 teach me how to use setwall properly ?

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*setwall "<map name>",<x>,<y>,<size>,<dir>,<shootable>,"<name>";

*delwall "<name>";

Creates an invisible wall, an array of "setcell" starting from x,y and doing a

line of the given size in the given direction. The difference with setcell is

this one update client part too to avoid the glitch problem. Directions are the

same as NPC sprite facing directions: 0=north, 1=northwest, 2=west, etc.

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*setwall "<map name>",<x>,<y>,<size>,<dir>,<shootable>,"<name>";
*delwall "<name>";

Creates an invisible wall, an array of "setcell" starting from x,y and doing a
line of the given size in the given direction. The difference with setcell is
this one update client part too to avoid the glitch problem. Directions are the 
same as NPC sprite facing directions: 0=north, 1=northwest, 2=west, etc.

 

I cant understand this that's why I ask a help here.

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prontera.gat,162,127,3	script	Gate Keeper	100,{

npctalk "Closing the invisible Gate!!!";

setwall "prontera",162,127,14,2,1,"prtwall";

npctalk "Try walking past me!";

emotion e_gg,0;

sleep 1000*10;

npctalk "Opening the invisible Gate!!!";

delwall "prtwall";

}

/*

Creates nontraversable cells in the direction given.

N

[ ][ ][ ][ ][ ][ ][ ][ ][ ]

[ ][ ][ ][ ][ ][ ][ ][ ][ ]

[ ][ ][ ][ ][ ][ ][ ][ ][ ]

[ ][ ][ ][ ][ ][ ][ ][ ][ ]

[x][ ][ ][ ][ ]E

[ ][ ][ ][ ][ ][ ][ ][ ][ ]

[ ][ ][ ][ ][ ][ ][ ][ ][ ]

[ ][ ][ ][ ][ ][ ][ ][ ][ ]

[ ][ ][ ][ ][ ][ ][ ][ ][ ]

S

Key:

[x]=NPC

=unwalkable cells

[ ]=walkable cells

Description explained:

*setwall "<map name>",<x>,<y>,<size>,<dir>,<shootable>,"<name>";

"<map name>" = String: of the map you want the wall to be on.

<x> = Int: for the x cord. ( can be found using /where )

<y> = Int: for the y cord. ( can be found using /where )

<size> = Int: The amount of cells you want the wall to extend into from the point of npc.

<dir> = Int: Direction ( 0=N, 1=NW, 2=W, 3=SW, 4=S, 5=SE, 6=E, 7=NE )

<shootable> = Int: 1=Yes 0=No ( Allows sniping over wall. )

"<name>" = String: Just a variable used to locate the wall for deleting it.

*delwall "<name>";

"<name>" = String: Same name you used to create the wall you want to destroy.*/

I've included a short description and a short example of the command being used to shut the prontera gate for 10 seconds. Edited by Skorm
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prontera.gat,162,127,3	script	Gate Keeper	100,{
npctalk "Closing the invisible Gate!!!";
setwall "prontera",162,127,14,2,1,"prtwall";
npctalk "Try walking past me!";
emotion e_gg,0;
sleep 1000*10;
npctalk "Opening the invisible Gate!!!";
delwall "prtwall";
}
/*
Creates nontraversable cells in the direction given.

	     N
[ ][ ][ ][ ][ ][ ][ ][ ][ ]
[ ][ ][ ][ ][ ][ ][ ][ ][ ]
[ ][ ][ ][ ][ ][ ][ ][ ][ ]
[ ][ ][ ][ ][ ][ ][ ][ ][ ]
[u][u][u][u][x][ ][ ][ ][ ]E
[ ][ ][ ][ ][ ][ ][ ][ ][ ]
[ ][ ][ ][ ][ ][ ][ ][ ][ ]
[ ][ ][ ][ ][ ][ ][ ][ ][ ]
[ ][ ][ ][ ][ ][ ][ ][ ][ ]
	     S
Key:
	[x]=NPC
	[u]=unwalkable cells
	[ ]=walkable cells
	
	
Description explained:
*setwall "<map name>",<x>,<y>,<size>,<dir>,<shootable>,"<name>";

	"<map name>" = String: of the map you want the wall to be on.
	<x> = Int: for the x cord. ( can be found using /where )
	<y> = Int: for the y cord. ( can be found using /where )
	<size> = Int: The amount of cells you want the wall to extend into from the point of npc.
	<dir> = Int: Direction ( 0=N, 1=NW, 2=W, 3=SW, 4=S, 5=SE, 6=E, 7=NE )
	<shootable> = Int: 1=Yes 0=No ( Allows sniping over wall. )
	"<name>" = String: Just a variable used to locate the wall for deleting it.

*delwall "<name>";

	"<name>" = String: Same name you used to create the wall you want to destroy.*/
I've included a short description and a short example of the command being used to shut the prontera gate for 10 seconds.

 

Thanks man! You've helped me alot! How about the setcell?

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Thanks man! You've helped me alot! How about the setcell?

prontera.gat,156,169,3	script	Magic Man	100,{
npctalk "Just try and get me!";
setcell "prontera",148,175,163,164,cell_walkable,0; // Sets cells unwalkable
//setcell "prontera",148,175,163,175,0,0; Does the same thing but using a number for type.
emotion e_gg,0;
sleep 1000*10;
emotion e_swt,0;
npctalk "My magicks all gone!!!";
setcell "prontera",148,175,163,164,cell_walkable,1; // Sets cells walkable again 
}
/*
Creates nontraversable cells in the given area.

	   (y1)	     N
	[ ][ ][ ][ ][ ][ ][ ][ ][ ]
    (x1)[ ][1][u][u][u][u][u][u][ ]
	[ ][u][u][u][u][u][u][u][ ]
	[ ][u][u][u][u][u][u][u][ ]
      W	[ ][u][u][u][x][u][u][u][ ]E
	[ ][u][u][u][u][u][u][u][ ]
	[ ][u][u][u][u][u][u][2][ ](x2)
	[ ][ ][ ][ ][ ][ ][ ][ ][ ]
	[ ][ ][ ][ ][ ][ ][ ][ ][ ]
	             S       (y2)
Key:
	[x]=NPC
	[u]=unwalkable cells
	[ ]=walkable cells
	[1]=The point where x1 & y1 meet.
	[2]=The point where x2 & y2 meet.
	
	
Description explained:
*setcell "<map name>",<x1>,<y1>,<x2>,<y2>,<type>,<flag>;

	"<map name>" = String: of the map you want the wall to be on.
	<x1> = Int: for the x1 cord. ( can be found using /where )
	<y1> = Int: for the y1 cord. ( can be found using /where )
	<x2> = Int: for the x2 cord. ( can be found using /where )
	<y2> = Int: for the y2 cord. ( can be found using /where )
	<type> = Int: This is a parameter for what kind of cell you want to set. (Check the list below.)
	<flag> = Int: Can be 0 or 1. (0:off) (1:on)
	
<type> list:
cell_walkable	0
cell_shootable	1
cell_water	2
cell_npc	3
cell_basilica	4
cell_landprotector	5
cell_novending	6
cell_nochat	7

This list can also be found in db/const.txt

If you're still having problems with x1,y1 -> x2,y2 I like to think of it like clicking and dragging on your desktop.
Where point x1,y1 is where you started and x2,y2 is where you stop.

Also setcell doesn't work as well for creating walls as setwall.

*/
Edited by Skorm
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Thanks man! You've helped me alot! How about the setcell?

prontera.gat,156,169,3	script	Magic Man	100,{
npctalk "Just try and get me!";
setcell "prontera",148,175,163,164,cell_walkable,0; // Sets cells unwalkable
//setcell "prontera",148,175,163,175,0,0; Does the same thing but using a number for type.
emotion e_gg,0;
sleep 1000*10;
emotion e_swt,0;
npctalk "My magicks all gone!!!";
setcell "prontera",148,175,163,164,cell_walkable,1; // Sets cells walkable again 
}
/*
Creates nontraversable cells in the given area.

	   (y1)	     N
	[ ][ ][ ][ ][ ][ ][ ][ ][ ]
    (x1)[ ][1][u][u][u][u][u][u][ ]
	[ ][u][u][u][u][u][u][u][ ]
	[ ][u][u][u][u][u][u][u][ ]
      W	[ ][u][u][u][x][u][u][u][ ]E
	[ ][u][u][u][u][u][u][u][ ]
	[ ][u][u][u][u][u][u][2][ ](x2)
	[ ][ ][ ][ ][ ][ ][ ][ ][ ]
	[ ][ ][ ][ ][ ][ ][ ][ ][ ]
	             S       (y2)
Key:
	[x]=NPC
	[u]=unwalkable cells
	[ ]=walkable cells
	[1]=The point where x1 & y1 meet.
	[2]=The point where x2 & y2 meet.
	
	
Description explained:
*setcell "<map name>",<x1>,<y1>,<x2>,<y2>,<type>,<flag>;

	"<map name>" = String: of the map you want the wall to be on.
	<x1> = Int: for the x1 cord. ( can be found using /where )
	<y1> = Int: for the y1 cord. ( can be found using /where )
	<x2> = Int: for the x2 cord. ( can be found using /where )
	<y2> = Int: for the y2 cord. ( can be found using /where )
	<type> = Int: This is a parameter for what kind of cell you want to set. (Check the list below.)
	<flag> = Int: Can be 0 or 1. (0:off) (1:on)
	
<type> list:
cell_walkable	0
cell_shootable	1
cell_water	2
cell_npc	3
cell_basilica	4
cell_landprotector	5
cell_novending	6
cell_nochat	7

This list can also be found in db/const.txt

If you're still having problems with x1,y1 -> x2,y2 I like to think of it like clicking and dragging on your desktop.
Where point x1,y1 is where you started and x2,y2 is where you stop.

Also setcell doesn't work as well for creating walls as setwall.

*/

So if i put a player inside a cell, he cannot go outside?

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So if i put a player inside a cell, he cannot go outside?

 

 

It would be more effective to surround the player with setwall in each direction.

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So if i put a player inside a cell, he cannot go outside?

 

 

It would be more effective to surround the player with setwall in each direction.

i see. ok tnx! you've helped me alot! no. 1!

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